This unofficial project ports back most of Sonic Unleashed's day levels from the Xbox 360 version into Sonic Generations on PC. It also includes any improvements that are deemed as necessary to accomodate to the better control scheme, higher resolution graphics, and a much smoother framerate.

ReportRSSVideo of Jungle Joyride ported to Generations and White World Soundtrack

Since Cool Edge requires some more work due to animating and such, I was feeling pretty confident to tackle Jungle Joyride meanwhile. Here's the work of all these days into it, and with just a few extra changes needed as pointed in the video, this was by far the hardest stage to recreate.

I also would like to remind you that we're currently in the top 100 for Mod of the Year, you can find us in the upcoming early releases of 2013 category. You can vote for us in our project page, and we'd really appreciate if you take the time to do so. We may have a chance to win Upcoming Mod of the Year if we gather enough attention these days! So spread the word around. It's quite a rare occassion to see a 3D platformer in ModDB, let alone reach the top 100!

7/8 Stages done! Just Cool Edge and the HUB remaining. After that, the beta testing begins, and the road to the first release of the mod.

You can check out the 60 FPS video of this stage in our Downloads page. Highly recommended.

The bad news is, due to the complexity of this stage(nearly 3-4x times the amount of 3D nodes than in any Generations/Unleashed stage), it's a really taxing level on PC. The consoles already had a lot of trouble in handling it, and since the ported game doesn't make the best use of its cache and hardware, it requires a relatively modern CPU to run it at a consistent framerate. (And a decent GPU to manage the really big amount of objects rendered).

A system just a tad worse than an i5 2500 with a $100-200 GPU should be able to handle the stage at a consistent 60 FPS. If any optimizations are possible, they shall be added, but there's not much to do about it without being able to optimize the game's code itself. These are common builds nowadays, and should be able to handle most games just fine. There IS ways to increase the performance drastically, but it comes at the cost of having much less drawing distance/loading terrain range. So anyone just wanting to play it should be able to with a few tweaks.

While the Hardware requirements for this level are quite bad news, it doesn't defeat the point of a port, which is making it playable in an open platform like PC. As technology progresses, most hardware will be able to deal with it just fine, and it's not locked to the experience of the original console(which was TERRIBLE framerate, even reaching a low 10-15 FPS in various areas).

The other creation I have to share today is our just finished White World soundtrack for the HUB. You can play the tracks you want in the interactive video below. Major props to Falk for his work on this, you can check out the rest of his stuff here: Soundcloud.com

Happy holidays! Remember to vote if you like our progress, and keep an eye out on the Youtube channel as well!